Yes, it's a mod now, from v3 onwards.CanadianBrit wrote:so this is now a mod, not a script?
LA
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
Cheers mate, will doMarodeur wrote:Öhm... i altered the t-file but if i see it right i have to alter the script-file too? Thats bad because then you cant use it as a mirror anymore. Maybe you put all the infos for the command slots in the t-file in v3.1.Logain Abler wrote:Okay thanks MarodeurMarodeur wrote:Hi.
Got a minor problem with the german version.
In the german board the COMMAND_TYPE_STATION_49 is already in use...
So i will change it to 48 today for the german version.
Greetings
Maybe you take a look into the setup-scripts from lucike, he has all infos in the t-file...
Yours:His:Code: Select all
$command1 = {COMMAND_TYPE_STATION_49}
Code: Select all
$Cmd1 = read text: page=$PageID id=20000 $Cmd1 = string $Cmd1 to integer
Point one; WIP, still not settled on that yet, I’m using a place holder for the Relay model. aXeL_UK is working on a model for the Relay, once that’s in I’ll have a look at the details.Marodeur wrote:I am a fan of the Current/Max-setting but the importang thing is that it works.
2 questions about the relay station:
What are the technical data of the station? Hull, shields?
Will there be a message if a relay station is under attack so you can respond quickly?
About 3.01:
The old link to v3 is ok. I left the file there. So no need for you to change the mirror, its not v3.01.
Yes you are right. Its an in-built feature but sometimes i cant hear the message clearly if i am in combat or something else. Well, maybe i am the only one and everybody else does not have that problem.Logain Abler wrote: Point two; I thought that was an in-built feature of the game?
FDN will send a message if a Node is lost or a Node loses its link with a Relay. If a Relays loses its link to the Node it will go into Standalone mode. If a Node loses a Relay it’s removed from its list.
LA
Logain Abler wrote:Okay thanks MarodeurMarodeur wrote:Hi.
Got a minor problem with the german version.
In the german board the COMMAND_TYPE_STATION_49 is already in use...
So i will change it to 48 today for the german version.
Greetings
That’s a strange onereassor wrote:hi all im new to x3tc and kinda liked idea of this mod
problems arised as i dont have self sustaining (sp?) number of factorys in sector im using/testing it.
first i build drone factory and sat factory (that was at start of the game) i had set resource prices high co they will be stocked even by npc's , and it worked (low profit but still).
then i made spp and crystal fab plus i added that FDN-N thingy
now what happens is my factorys give all product to FDN-N and run out of cash for resources then i thought that few frighters @ FDN-N will get materials for them but no . All i have on FDN wares list is products and some random wierd few items that have no sens beign there like mater/antimater warheads EMPC's (guns) etc.
so basicly what im sayn is that FDN robbs my factorys and gives only few things back.
so please am i that stupid? or maybe i just used it in a wrong manner.
help
I’ll just be posting the script files involved, hopefully tomorrow.amirite wrote:Should Products be showing up as an available ware to add to a dock? I've got Advanced Satellites in a sector as my main export and I'd like to use FDN to stock up my trading station with them. Actually, the FDN-N is leeching the Satellites from my factories just fine, it's just that the ware does not appear as a choice when I try to add it to my Dock. Energy Cells work just fine though